newEntity{
	define_as = "ELEMENTAL",
	type = "elemental", subtype = "elemental",
	display = "E", color=colors.RED,
	name = "fire elemental",
	desc = "Flames flicker and dance around, is this a cozy campfire or a raging inferno?",
	level_range = {1, 50}, exp_worth = 1,
	rarity = 1,
	rank = 1,
	max_life = resolvers.rngavg(9,11),
	stats = { str=12, dex=11, con=9 },
	ai = "dumb_talented_simple", ai_state = { talent_in=3, },
	combat = { dam=3, atk=10, apr=2, damtype=DamageType.FIRE },
	combat_armor = 0, combat_defense = 0,
	resists = { [DamageType.FIRE] = 50, [DamageType.COLD] = -50, },
	faction = "fire",
}

-- the boss, no rarity means it will not be randomly generated.
newEntity{
	define_as = "ELEMENTAL_BOSS",
	type = "elemental", subtype = "elemental",
	display = "E", color=colors.RED,
	name = "Vargo, Tyrant of Fire",
	desc = "A towering fire elemental, Vargo burns everything beyond recognition.",
	level_range = {20, 50}, exp_worth = 1,
	rank = 5,
	body = { INVEN = 100, BODY = 1, CLOAK = 1, HEAD = 1, BELT = 1, HANDS = 1, FEET = 1 },
	max_life = resolvers.rngavg(90,110),
	stats = { str=25, dex=20, con=15 },
	ai = "dumb_talented_simple", ai_state = { talent_in=3, },
	combat = { dam=10, atk=10, apr=2, damtype=DamageType.FIRE },
	combat_armor = 0, combat_defense = 0,
	resists = { [DamageType.FIRE] = 100, },
	faction = "fire",
	resolvers.equip{
		{type="armor", subtype="hands", defined="ELEMENTAL_ARTIFACT", autoreq=true},
	},
	on_die = function(self, who)
		if game.player.faction == "water" then
--			game.player:resolveSource():
			game.player:setQuestStatus("destroy-fire", engine.Quest.COMPLETED, "fire-guardian")
		end
	end,

	can_talk = "boss-fire"
}
